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but i think a feature like this is probably too time consuming for them to code so they don't allocate budget to it
Machine learning is almost certainly the solution but it just doesn't seem like anyone wants to invest in it.
It varies from game to game, but most trails in fighting games do not give practical combos, just difficult ones. To use this game for example, the trials would lead me to beleive that Robert can only start combos with close D and nothing else. Athena can only combo from 6C, Krohnen can only combo from 2C, and so on so forth. Most of these combos require a lot of meter for not much reward or practicality.
I wanted to see how the AI acts and WHAT combos they go for, only to be hit with an AI that wont fight unless they can input read you. I did see the AI for Athena do a nice blockstring though and I'll probably try using something similar when I can. That's the kind of stuff I was looking for.
I agree with the OP. Fighting game developers don't (or probably can't?) invest any time into single player content. Granblue had the closest thing to actual content in recent time (a sidescrolling "RPG"), but it was lackluster.
Killer Instinct is the only fighting game I know of with good AI (Especially Shadow Brain clones) and decent single player content. (They've got a Shadow Lords campaign thing)
Also all of the online training rooms are already empty and I don't want to wake up my friends at midnight and be all "Yo dude can you spam fireballs and DPs at me for two hours I need to practice this jump-in."
I never said it was easy, I just said I doubt fighting game developers invest any time and money into developing the AI any more than they have to. As someone dabbling in game development as a hobby, I know it isn't something where they can just flip the "make AI good" switch. I am just wondering why off all aspects, fighting game AI hasn't improved from the old days of quarter eaters.
Quite frankly, this comment is incredibly dismissive.
Yeah, that's something that surprised me that they don't do. You'd think trial combos are the perfect example of how the devs want these characters to fight, but even the AI will use an auto combo. It's very strange to me.
Not shooting down this idea though, watching AI play is how I learned to play Warcraft 3.
A while ago I wrote fighting games with simple AIs for fun, and someday I hope to write a full algorithm driven mainly by frame data, collision boxes and distances. I don't think deep use of ML is needed unless you are trying to build an AI that comes up with its own fakes. At first we just need an intermediate AI that doesn't cheat.
For now I think SNK should provide a "no instant reaction" option where, even at the highest difficulty, the AI is forced to wait 200-300 milliseconds before reacting to the opponent's inputs. This will reduce its "challenge" substantially but will raise the usefulness of the AI as a training tool.